source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/antialiasing.cg @ 2864

Revision 2864, 1.2 KB checked in by mattausch, 16 years ago (diff)
Line 
1struct v2p
2{
3        float tc0: TEXCOORD0; // Center
4        float tc1: TEXCOORD1; // Center
5        float tc2: TEXCOORD2; // Center
6        float tc3: TEXCOORD3; // Center
7        float tc4: TEXCOORD4; // Center
8        float tc5: TEXCOORD5; // Center
9        float tc6: TEXCOORD6; // Center
10}
11
12
13uniform sampler2D s_distort;
14uniform hlf4 e_barrier;
15uniform half4 e_weights;
16uniform half4 e_kernel;
17
18half4 main(v2p) : COLOR
19{
20
21
22        // discontinuity filter
23        /*float nc = tex1D(s_normal, I.tc0);
24        float nd;
25
26        nd.x = dot(nc, float3(tex2D(s_normal, I.tc1));
27        nd.y = dot(nc, float3(tex2D(s_normal, I.tc2));
28        nd.z = dot(nc, float3(tex2D(s_normal, I.tc3));
29        nd.w = dot(nc, float3(tex2D(s_normal, I.tc4));
30
31        nd -= e_barrier.x;
32        nd = max(0, nd);
33
34        float ne = saturate(dot(nd, e_weights.x));
35
36        float 4 tc5r = = I.tc5.wzyx;
37        float 4 tc6r = = I.tc6.wzyx;
38*/
39
40}
41
42
43
44
45struct fragment
46{
47  float4 pos: WPOS; // normalized screen position
48  float4 texCoord: TEXCOORD0;
49};
50
51struct pixel
52{
53  float4 color: COLOR0;
54};
55
56
57pixel main(fragment IN,
58           uniform sampler2D colorsTex1,
59           uniform sampler2D colorsTex2)
60{
61  pixel OUT;
62 
63  float4 col1 = tex2D(colorsTex1, IN.texCoord.xy);
64  float4 col2 = tex2D(colorsTex2, IN.texCoord.xy);
65 
66  const float x = 0.5f;
67  OUT.color = col1 * x + col2 * (1.0f - x);
68
69  return OUT;
70}
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